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bevy-dialogue-system

该 Skill 面向 Bevy 0.20+,用 Resource 保存台词表、Component 保存当前行索引,演示按键推进、按剧情标志过滤选项与插件注册。它聚焦对话数据与推进逻辑,渲染和一次性消息类型交由相关 Skill。

thedivergentai
热度 0.00
最近更新 2026-10-19 07:26:53
分类:开发依赖:纯提示词应用场景:代码生成

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add thedivergentai/game-dev-agentic-skills/bevy-dialogue-system
Metadata
name
bevy-dialogue-system
description
Bevy 0.20 dialogue data: line tables in a resource, the current line index on a component, and choice flags filtered before the write. Use when lines or choices advance. Keywords: Bevy, dialogue, line index, choices, ECS.

Bevy dialogue system

When to use

Load this when lines, choices, or speaker ids advance. Rendering the line is bevy-ui-text.

ECS shape

  • Components: a line id and a speaker id that you define.
  • Resources: run-wide tables live in a resource (bevy-data-resources), not an autoload.
  • Systems: mutate those components on Update or the fixed timestep. Use .chain() when damage must land before death.
  • Messages: one-shot facts (hit, pickup, quest advance) go through bevy-events-messaging. This file does not add a new event type name.

Engine counterparts

Godot idea Bevy idiom
Line table A resource of ids and strings.
Current line A component that stores the line index.
Portrait An image handle via bevy-asset-scenes. Layout is bevy-ui-layout.

Scope

Dialogue data is a resource of lines plus a component that stores the current line index. Rich text rendering belongs on bevy-ui-text.

[dependencies]
bevy = "0.20"
#[derive(Clone)]
struct LineDef {
    speaker: &'static str,
    text: &'static str,
    next: Option<usize>,
}

#[derive(Resource)]
struct DialogueTable {
    lines: Vec<LineDef>,
}

#[derive(Component)]
struct LineMark {
    index: usize,
    open: bool,
}

fn advance_line(
    keys: Res<ButtonInput<KeyCode>>,
    table: Res<DialogueTable>,
    mut marks: Query<&mut LineMark>,
) {
    if !keys.just_pressed(KeyCode::Space) {
        return;
    }
    for mut mark in &mut marks {
        if !mark.open {
            continue;
        }
        let Some(line) = table.lines.get(mark.index) else {
            mark.open = false;
            continue;
        };
        match line.next {
            Some(next) => mark.index = next,
            None => mark.open = false,
        }
    }
}

fn spawn_conversation(mut commands: Commands) {
    commands.insert_resource(DialogueTable {
        lines: vec![
            LineDef {
                speaker: "guide",
                text: "The gate opens at dusk.",
                next: Some(1),
            },
            LineDef {
                speaker: "guide",
                text: "Bring the key.",
                next: None,
            },
        ],
    });
    commands.spawn(LineMark {
        index: 0,
        open: true,
    });
}

pub struct DialoguePlugin;

impl Plugin for DialoguePlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Startup, spawn_conversation)
            .add_systems(Update, advance_line);
    }
}

Choices are data on the line. Hide a choice when its required flag is absent.

#[derive(Clone)]
struct ChoiceDef {
    label: &'static str,
    next: usize,
    requires_flag: Option<&'static str>,
}

#[derive(Resource)]
struct ChoiceList {
    choices: Vec<ChoiceDef>,
}

#[derive(Resource, Default)]
struct StoryFlags {
    names: Vec<&'static str>,
}

#[derive(Component)]
struct LineMark {
    index: usize,
}

fn shown_choices(flags: &StoryFlags, list: &ChoiceList) -> Vec<usize> {
    list.choices
        .iter()
        .enumerate()
        .filter_map(|(index, choice)| match choice.requires_flag {
            Some(flag) if !flags.names.iter().any(|name| *name == flag) => None,
            _ => Some(index),
        })
        .collect()
}

fn choose_first(
    keys: Res<ButtonInput<KeyCode>>,
    flags: Res<StoryFlags>,
    list: Res<ChoiceList>,
    mut marks: Query<&mut LineMark>,
) {
    if !keys.just_pressed(KeyCode::Digit1) {
        return;
    }
    let Some(choice_index) = shown_choices(&flags, &list).first().copied() else {
        return;
    };
    let next = list.choices[choice_index].next;
    for mut mark in &mut marks {
        mark.index = next;
    }
}

fn open_choice(mut commands: Commands) {
    commands.spawn(LineMark { index: 0 });
}

pub struct ChoicePlugin;

impl Plugin for ChoicePlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(StoryFlags {
            names: vec!["has_key"],
        })
        .insert_resource(ChoiceList {
            choices: vec![
                ChoiceDef {
                    label: "Open the gate",
                    next: 2,
                    requires_flag: Some("has_key"),
                },
                ChoiceDef {
                    label: "Leave",
                    next: 3,
                    requires_flag: None,
                },
            ],
        })
        .add_systems(Startup, open_choice)
        .add_systems(Update, choose_first);
    }
}

Expert Knowledge Delta

Target: Bevy 0.20+.

Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.

Who owns state

Piece Owner Who may mutate Schedule
Data on one entity Component One system via Query Update or FixedMain
One value for the whole app Resource One system Startup to insert, then the schedule that reads it
Spawn Commands The spawning system Startup for the initial world; later schedules for runtime spawn
Order that must not race .chain() The chained systems only Same schedule
Plugin boundary Plugin build registers systems and resources Before the app runs

Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.

Decision

If you need Do this Do not
Per-entity data Component + Query A Godot node script
App-wide config or clock Resource Copy the value onto every entity
Stable simulation step FixedMain and the Fixed clock Tie simulation to raw frame Update
Startup spawn Commands in Startup Spawn from a render system
Cross-system notice that is not shared state Message or observer slot in bevy-events-messaging A new event type invented in this file
An API outside this skill Load the skill that owns it A made-up crate or API

Load references/ecs-ownership.md for the ownership table.

NEVER

  • Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.

  • Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.

  • Do not copy the line table onto every speaker. WHY: the table is one resource; the line index is the per-conversation component.

  • Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.

  • No Godot node, resource, or signal types for this mechanic. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20.0. Official pages stay on the unversioned site.

Official Documentation

  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.
  • Examples - Example tree on the latest branch.

Related Skills

Prerequisites

Complements

Downstream / consumers

  • None yet.

Master